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  #1  
Old 11-05-2025, 10:07 AM
Crede Crede is offline
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Quote:
Originally Posted by kjs86z2 [You must be logged in to view images. Log in or Register.]
Seb is the best zone imo.

Miss the days back in '14/'15/'16 when it was poppin 24/7.
12/13/14 was way better with chardok AOE. oh how i miss that xp/cash
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  #2  
Old 11-05-2025, 10:16 AM
kjs86z2 kjs86z2 is offline
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Quote:
Originally Posted by Crede [You must be logged in to view images. Log in or Register.]
12/13/14 was way better with chardok AOE. oh how i miss that xp/cash
oh i definitely whored my enchanter stuns in that racket for a good while
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  #3  
Old 11-05-2025, 10:28 AM
sammoHung sammoHung is offline
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Quote:
Originally Posted by kjs86z2 [You must be logged in to view images. Log in or Register.]
Seb is the best zone imo.

Miss the days back in '14/'15/'16 when it was poppin 24/7.
I didnt play back then, but agreed Seb is best. Best lore, best aesthetic, best camps. Awesome drops too.
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  #4  
Old 11-11-2025, 02:01 PM
Jimjam Jimjam is offline
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It would be very classic if a bunch of changes were saved for blue 3.0 so we all have to learn and adapt instead of being able to practice ready for new server (classic eq beta players this is your window to chime in and brag beta let you practice for live).
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  #5  
Old 11-11-2025, 02:02 PM
WarpathEQ WarpathEQ is offline
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If you read through the posts from CSR on the forums you would know that the devs are aware of non classic charm/lull/resists and have a plan for it, that plan just so happens to be complex and challenging to develop/implement.

In the short term, the duration of some such spells was reduced as a temporary curb and will be adjusted back upon the large overhaul of resists, channeling, ect which seems to be the last huge non-classic frontier the devs are working on.
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  #6  
Old 11-11-2025, 05:47 PM
Goregasmic Goregasmic is offline
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Like I said before I don't think the resist rates are classic and there also seemed to be different resist rates for different spell levels back then (like basic root landing more than other iterations) so I wouldn't be surprised if they wanted to untangle all this at once since it is all intertwined.

From a dev standpoint I guess they'd also rather test it on green because dropping a huge content patch on a new server day is a recipe for disaster if anything in the patch goes wrong.
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  #7  
Old 11-11-2025, 05:52 PM
shovelquest shovelquest is offline
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But literally charm spells max duration in classic is 8 mins and its 22 mins here. That would seem like an easy change to me.
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  #8  
Old 11-11-2025, 07:01 PM
Vexenu Vexenu is offline
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It should also be noted that while Enchanters enjoy unclassic advantages with their charm and lulls, Necros and Mages are heavily penalized in unclassic fashion (via resistable lifetaps and pet agro changes), which makes Enchanters even stronger in comparison to their INT caster peers.
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  #9  
Old 11-12-2025, 10:40 AM
Ennewi Ennewi is offline
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Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
It should also be noted that while Enchanters enjoy unclassic advantages with their charm and lulls, Necros and Mages are heavily penalized in unclassic fashion (via resistable lifetaps and pet agro changes), which makes Enchanters even stronger in comparison to their INT caster peers.
Yep. Same goes for Bards and the song/proc aggro nerf. Group tanking isn't really viable anymore, deftdance can't be used like weaponshield on raids, and CCing takes more effort peeling loose mobs. Class feels significantly less dynamic as a result. And, more than that, it feels out of place to have nostalgia for these features, with no idea whether they'll make a return for the sake of classic or not.
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  #10  
Old 11-12-2025, 01:35 PM
WarpathEQ WarpathEQ is offline
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There's a difference between ignored and not yet implemented. Statements have been made regarding the class imbalance, its relation to a much larger need to overhaul unclassic resists/channeling and that work is being done in this regard.

Clarity was provided when several changes were made to spell durations over the last few patches as a temporary solution to a much longer term, larger solution of classic resists.

This overhaul will presumably completely change the class and I expect it will largely eliminate enchanters as a go to solo class as resists and charm breaks increase significantly leading to a much higher death vs. positive outcome ratio leading many people to largely abandon the toon because they no longer enjoy it over frustration of repeated deaths and losing some of their god-like gameplay.

TLDR - When enchanters start dying a lot more and killing a lot less, people will stop thinking they are so great.
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